EVE Evolved: What does Thera mean for EVE?
Posted by Massively [HTML][XML][PERM][FULL] on 23 November 2014, 6:00 pm

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EVE Evolved title image
If you've been keeping up with the recent news updates on EVE Online, you've probably heard about the upcoming Rhea update scheduled for December 9th. This mega patch will introduce the new tech 3 Tactical Destroyer ship class, Sleeper incursions into normal space, hands-on WASD flight controls, and 101 new wormhole systems (including 25 that are limited to small ships). The new wormhole systems have had all of their planets shattered by an as-yet unknown stellar phenomenon, and clues as to what transpired there will be hidden in the rubble. This infusion of new content and story will mark the first time the wormhole storyline and gameplay have been significantly expanded in over four years.

Each of the new shattered star systems is guaranteed to have at least one outgoing wormhole leading to normal space at all times, increasing the likelihood that pirates will catch you exploring or farming them. And since these systems won't have any in-tact moons, you won't be able to put up a permanent starbase to retreat to if hostiles appear. I'm pretty excited for exploring this new lawless frontier, but it's a unique shattered star system called Thera that I'm most looking forward to finding. Thera will be the first and only wormhole system to have fully kitted NPC stations and will serve as neutral ground for anyone who wants to live there. It's been described as the Mos Eisley of EVE, a permanent home to pirates, PvP corps, and smugglers looking to make some quick ISK.

In this edition of EVE Evolved, I look at how the Thera system could revolutionise EVE for a lot of players and where the EVE storyline could go as a result.

Continue reading EVE Evolved: What does Thera mean for EVE?

MassivelyEVE Evolved: What does Thera mean for EVE? originally appeared on Massively on Sun, 23 Nov 2014 18:00:00 EST. Please see our terms for use of feeds.

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    Guitar Hero Finally Gets a Bad Review
    Posted by Zen Of Design [HTML][XML][PERM][FULL] on 17 November 2014, 6:21 pm
    This guy’s complaint: “Guitar Hero broke my knee!” We were neck in neck in points… I had to do something special. I needed STYLE points. I breathed deep, my rock


    Star Citizen aims to redefine avatar death, combat realism
    Posted by Massively [HTML][XML][PERM][FULL] on 23 November 2014, 2:00 pm

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    Remember way back in February of 2013 when Chris Roberts posted his Death of a Spaceman concept? It was a high-level look at how character death would function in Star Citizen, and it broke from gaming industry norms by aiming for an immersive system with strategy and consequences rather than the typical run-and-gun and die-and-respawn mechanics common to MMOs, FPSs, and most other games.

    This week Roberts and company have released another extensive design doc called Healing Your Spacemen, which greatly expands the original concept. "In the end, the team decided to run counter to the standard FPS mechanics of regenerating health and instantly respawning on death to make every fight a calculated decision that can have ramifications that impact your character and place in the 'Verse," Cloud Imperium says.

    Character health involves a limb-based system featuring four levels of health for each limb, and the system deliberately avoids "the current trend of hiding behind cover for blood to clear off your screen and jumping back in the fight ready for more." The post also explains how characters may be dragged to safety and how the spaceflight portion of the game will include "a robust rescue system" that complements the character death and damage mechanics. Read all about it via the official site links below!

    [Thanks Cardboard!]

    MassivelyStar Citizen aims to redefine avatar death, combat realism originally appeared on Massively on Sun, 23 Nov 2014 14:00:00 EST. Please see our terms for use of feeds.

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    This is EVE 2014
    Posted by The Ancient Gaming Noob [HTML][XML][PERM][FULL] on 23 November 2014, 1:00 pm
    CCP has put out a new EVE Online trailer using voice coms from actual in-game operations.  The result gives you a sense of what the high points of the game are. (Direct link to video, or the uncensored version) EVE Online can be a boring game.  You can spend a long time with tedious mechanics […]



    Huge VU Talk

    Originally Posted by Riot (View Original Source)

    Hi.

    How's it going?

    Good. Good. Glad to hear it.

    Anyway, we all know the deal with certain visual updates, mainly of the larger scale variety. The Sivir's, the Twitch's, the Garen's. Also, the biggun's like Sion.

    Recently you may have noticed some more "smaller scale" VU's that the ChampUP team has been doing. Renekton, Singed and most recently Maokai.

    Those last two types of projects are of interest because we didn't used to do them, but recently we've dug around and noticed that we can take some older champions that have relatively healthy rigs but replace models and even tighten/add animations. That's resulted in some "MTU's" which incorporate model and texture updates. While in the past we sort of worried that we'd be unable to keep up the pace that ChampUP wanted to burn at, we noticed a lot of opportunities in areas where we can get a lot of bang for the buck in, primarilly, the model/animation/VFX department without having to scrap an entire character.

    SO! Onto my my questions.. Of course there's the BIG wish list. The VU's (or Gameplay & Visual Updates) that we're all frothing at the mouth to see someday. Champions like: Evelynn, Taric, Urgot, etc.




    One Shots: Nowhere to hide
    Posted by Massively [HTML][XML][PERM][FULL] on 23 November 2014, 10:00 am

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    uo
    Generally, I don't like to be pessimistic, but I have to say that things don't look good for reader Brad here. Sooner or later his childish game will fall apart, and when that happens, it will be all teeth and claws and slavering fangs. But at least it's for a good cause, right Brad? Oh, it's just to level up his skills.

    "To get your skills up in Ultima Online, you had to use them over and over," Brad explains. "As they got higher, you had to do more difficult things with some skills. This was me trying to up my hiding skill. Lets just say, trying to hide in front of this many Ophidians, was not easy... but I was gaining skill! They could not get to me up here."

    Who here feels bad for the Ophidians? Raise your hands please. I thought as much.

    Continue reading One Shots: Nowhere to hide

    MassivelyOne Shots: Nowhere to hide originally appeared on Massively on Sun, 23 Nov 2014 10:00:00 EST. Please see our terms for use of feeds.

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      WoW Archivist: Epics
      Posted by Massively [HTML][XML][PERM][FULL] on 23 November 2014, 12:00 pm

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      Bulwark of Azzinoth
      WoW Archivist is a biweekly column by WoW Insider's Scott Andrews, who explores the secrets of World of Warcraft's past. What did the game look like years ago? Who is etched into WoW's history? What secrets does the game still hold? It first appeared on our sister site on November 21st and is included here by permission.

      Leveling through Draenor has been a blast, but as I am a player from classic WoW, a few things have struck me as incredibly strange. Triple-digit numbers in the guild panel. Sending NPCs to do quests on my behalf. And most of all, getting epic armor and weapons from solo leveling quests.

      Many players in classic WoW (and not just raiders) opposed making epics more available to players. They called Blizzard's evolving attitude a slippery slope. "What's next," they argued, "epics for doing solo quests?" They never actually imagined that would happen. In 2005 it would have been unthinkable. Eight years later, here we are. But it's all been by design -- an evolving design with many steps along the way. Let's look at how we got here, one random drop at a time.

      Continue reading WoW Archivist: Epics

      MassivelyWoW Archivist: Epics originally appeared on Massively on Sun, 23 Nov 2014 12:00:00 EST. Please see our terms for use of feeds.

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        The Daily Grind: What's your favorite physical MMO memento?
        Posted by Massively [HTML][XML][PERM][FULL] on 23 November 2014, 8:00 am

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        I was doing some housecleaning recently and found a box of old game geekery. Most of it was junk since I've gone digital, but there were a couple of odds and ends that I put on the shelf in my office where I keep mementos from titles that made an impression.

        In terms of MMO stuff, I found an original Neocron box and a hefty stack of all those EON magazines from EVE Online. What about you, Massively readers? Have you kept or collected any physical MMO-related mementos? Which is your favorite?

        Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's Daily Grind!

        MassivelyThe Daily Grind: What's your favorite physical MMO memento? originally appeared on Massively on Sun, 23 Nov 2014 08:00:00 EST. Please see our terms for use of feeds.

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          Make My MMO: November 16 - 22, 2014
          Posted by Massively [HTML][XML][PERM][FULL] on 22 November 2014, 8:00 pm

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          This week in MMO crowdfunding news, a lot of people got mad at Elite: Dangerous. Developers of the sci-fi sandbox subsequently started offering refunds to customers who felt duped by the company's decision to excise a previously mentioned offline mode.

          Elsewhere, Shards Online met its Kickstarter goal, while Pantheon: Rise of the Fallen started taking donations via Patreon. You can see what else happened in the crowdfunding sphere by click through to our roundup.

          Continue reading Make My MMO: November 16 - 22, 2014

          MassivelyMake My MMO: November 16 - 22, 2014 originally appeared on Massively on Sat, 22 Nov 2014 20:00:00 EST. Please see our terms for use of feeds.

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            Superdata CEO: F2P audience has 'reached its limits'
            Posted by Massively [HTML][XML][PERM][FULL] on 22 November 2014, 6:00 pm

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            SuperData CEO Joost van Dreunen spoke yesterday at the GameON: Finance conference in Toronto. He posited that the F2P monetization model is declining in popularity. "So I think what's really happening is on the one hand you have the free-to-play audience, and I think that's reached its limits, to some degree," van Dreunen said. "And then there's the premium audience saying, 'Yes, I want to buy a game. I don't want to deal with the ads and in-game items. I want premium.' While in the mobile market, three-quarters of stuff is built with free-to-play as its dominant monetization model, you see somewhat of a backlash."

            He cited Apple's recent decision to remove the word "free" from F2P App Store titles, and he also mentioned Warlords of Draenor's success as an indicator of healthy demand for paid titles.

            MassivelySuperdata CEO: F2P audience has 'reached its limits' originally appeared on Massively on Sat, 22 Nov 2014 18:00:00 EST. Please see our terms for use of feeds.

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            The Stream Team: Joining the Shards Online dev playtest
            Posted by Massively [HTML][XML][PERM][FULL] on 22 November 2014, 2:00 pm

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            Shards Online recently met its Kickstarter goal, and Citadel Studio's Co-Founder Derek Brinkmann joins Massively's MJ to show off the game's latest developments (not the least of which is female avatars!). If you've been watching this game, you know that the future sandbox offers players the chance to really develop their own gaming worlds -- literally. So now that the funding goals are met, what's next? Now is the time to get all your questions answered by the dev team, as well as see what things are in store! Join us live at 2:00 p.m. EDT for a look at the devs latest playtest.

            Game: Shards Online
            Host: MJ Guthrie
            Date: Saturday, November 22nd, 2014
            Time: 2:00 p.m. EST

            Enjoy our Stream Team video below.

            Continue reading The Stream Team: Joining the Shards Online dev playtest

            MassivelyThe Stream Team: Joining the Shards Online dev playtest originally appeared on Massively on Sat, 22 Nov 2014 14:00:00 EST. Please see our terms for use of feeds.

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              H1Z1 dev vid talks cities, barricades, and more
              Posted by Massively [HTML][XML][PERM][FULL] on 22 November 2014, 4:00 pm

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              SOE has published another H1Z1 dev spotlight vid. Environment artist Ruby Opfer is your host, and she spends the clip's three-minute running time expounding on various fan-submitted questions.

              Want to know about the zombie gankbox's underwater exploration potential? What about cities and the ability for players to take them over? How about structural barricades and whether or not you can line your bunker with crafted wooden spikes?

              All these questions and a few more are touched on just past the break.

              Continue reading H1Z1 dev vid talks cities, barricades, and more

              MassivelyH1Z1 dev vid talks cities, barricades, and more originally appeared on Massively on Sat, 22 Nov 2014 16:00:00 EST. Please see our terms for use of feeds.

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              The new Molten Core is the first genuinely bad experience I've had this expansion
              Posted by Troll Racials are Overpowered [HTML][XML][PERM][FULL] on 22 November 2014, 1:32 pm
              I'm not saying this expansion is perfect, but overall I've had fun and there haven't been many things that I've pointed at and said "this thing is reducing my fun." And then I queued for the Molten Core raid.

              I was immediately dropped into a trash pull in progress, and it was not going well. A bunch of bosses were dead already, which made it odd that they were fighting at the entrance. And chat, chat was filled with people yelling. All of it was wrong. Somehow they'd become convinced that AoE attacks cause lava spawns to spawn or clone. Or maybe that AoE attacks did too little damage, which is true, but the better way to phrase that is "focus fire". People spent the entire rest of the raid yelling about how AoE attacks are terrible.

              I opted to entertain myself by chatting with someone who had been there in vanilla and understood the absurdity of the situation. I might have also claimed that AoE attacks make Onyxia deep breath more often. I had just as much evidence as anyone else in the raid.

              It was a slow, bumbling process of 40 people slowly bumbling their way toward bosses, without any idea of how they worked. People kept yelling nonsense directions in raid chat.

              Apparently they'd been there for hours. I was sick of it after a few minutes, but I figured I'd see it through to the end. I got a hat and a mount. Wee.

              Then I did things that were fun, such as heroics and follower missions. I'm going to have a hard time picking my favorite heroic, but so far, Shadowmoon Burial Grounds is winning.



              The Game Archaeologist: Perpetual's Star Trek Online
              Posted by Massively [HTML][XML][PERM][FULL] on 22 November 2014, 12:00 pm

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              sto
              If you're among the legions of Trekkies, then you are almost certainly aware of Cryptic Studios' Star Trek Online. Since early 2010, players have boldly gone where no one has gone before in this MMO that blends spaceship battles, ground combat, and faithful tie-ins to the long-running franchise. Star Trek Online appears to be thriving following a free-to-play adaptation and two expansions, and some see it as the only official continuation of the TV series right now.

              But what players encounter in Star Trek Online is not what it originally started out as. You may or may not know that STO began development under Perpetual Entertainment, which handled the game for several years until it went bankrupt and passed the license and art assets to Cryptic.

              It's another tantalizing historical "what if?" scenario to think about what this game would look like if Perpetual had taken it to launch and beyond. But what did this version of Star Trek Online look like? Let's investigate.

              Continue reading The Game Archaeologist: Perpetual's Star Trek Online

              MassivelyThe Game Archaeologist: Perpetual's Star Trek Online originally appeared on Massively on Sat, 22 Nov 2014 12:00:00 EST. Please see our terms for use of feeds.

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                WRUP: Lucky Korea
                Posted by Massively [HTML][XML][PERM][FULL] on 22 November 2014, 10:00 am

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                Lost Ark
                Welcome back to Massively's What Are You Playing, the game in which we tell you what we're playing this weekend and you remind us how sad we are that Korea is getting a crapton of MMOs we'll probably never see.

                Continue reading WRUP: Lucky Korea

                MassivelyWRUP: Lucky Korea originally appeared on Massively on Sat, 22 Nov 2014 10:00:00 EST. Please see our terms for use of feeds.

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                  The Daily Grind: Where do your mounts go when you aren't using them?
                  Posted by Massively [HTML][XML][PERM][FULL] on 22 November 2014, 8:00 am

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                  wow
                  Yeah, we need to sort this out today because it's been bugging me. Where do your mounts go when you aren't using them?

                  I mean, I can squint hard and ignore how mounts poof in and out of existence like some sort of incredible magic trick that everyone in these virtual worlds can do. But when they leave, where do they go? Alternate dimension? Shrunk down and stuck inside of your back pocket, where your miniaturized horse can nibble on a carrot that's now the size of its head? Handed to an off-screen assistant who faithfully jogs along just outside of camera range until you need your sweet ride again?

                  How have you settled this issue internally? I need to know because this is (no pun intended) driving me nuts!

                  Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's Daily Grind!

                  MassivelyThe Daily Grind: Where do your mounts go when you aren't using them? originally appeared on Massively on Sat, 22 Nov 2014 08:00:00 EST. Please see our terms for use of feeds.

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                    Friday Fan Art: It’s Wall Good
                    Posted by Bethesda Blog [HTML][XML][PERM][FULL] on 21 November 2014, 6:00 pm
                    Mayan-influenced Alduin’s Wall by Audrey We’ve rounded up some of the best artwork and cosplay we’ve seen throughout the week. There’s a bit of variety to satisfy all your gaming needs as we’ve seen incredible works from Skyrim, Morrowind, DOOM, and Fallout: New Vegas! You can pass along your favorite photos, inkworks, costumes, and customizations […]


                    Warframe's Archwing update hits consoles
                    Posted by Massively [HTML][XML][PERM][FULL] on 21 November 2014, 6:00 pm

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                    Space is 80% lens flares by volume.
                    Ready to go to space in Warframe? Just kidding! You're already in space. The whole premise is robotic space ninjas, after all. But the Archwing update that just dropped for consoles yesterday lets you slip past obstacles like "not being able to fly in space" by... well... allowing you to fly in space. The Archwing is a harness that lets you fly in space. This, from a practical standpoint, means that you get to enjoy spaceflight antics without spaceships.

                    Aside from the eponymous Archwing systems, the update also adds a new (equally eponymous) Warframe, more visual customization options, and a new reputation system allowing you to represent one of six Syndicates. So if you're floating about on consoles with Warframe, you too can now enjoy all of the fun of spaceflight without a spaceship. Hopefully not including the harness accidentally detaching whilst you're accelerating, leading your body to go hurtling off into space at a trajectory you can no longer control forever.

                    [Source: Digital Extremes press release]

                    Continue reading Warframe's Archwing update hits consoles

                    MassivelyWarframe's Archwing update hits consoles originally appeared on Massively on Fri, 21 Nov 2014 18:00:00 EST. Please see our terms for use of feeds.

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                      'This is EVE,' and it's pretty slick
                      Posted by Massively [HTML][XML][PERM][FULL] on 21 November 2014, 6:30 pm

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                      If you've got even a passing interest in sci-fi sandbox EVE Online, you'll want to take a look at the new trailer just unveiled by developer CCP at today's EVE Down Under player event in Australia.

                      The clip runs for nearly four minutes and is comprised entirely of in-game footage. It's also underscored by the voice comms of actual EVE players (NSFW!), which CCP has cut together to form a rather scintillating soundtrack for a clip that attempts to answer the question "what is EVE."

                      This is EVE, according to the trailer's title, and you can soak it up just after the cut!

                      Continue reading 'This is EVE,' and it's pretty slick

                      Massively'This is EVE,' and it's pretty slick originally appeared on Massively on Fri, 21 Nov 2014 18:30:00 EST. Please see our terms for use of feeds.

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                      Riot will pay you cash to find League of Legends bugs
                      Posted by Massively [HTML][XML][PERM][FULL] on 21 November 2014, 7:00 pm

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                      lol
                      A discovered vulnerability in League of Legends led Riot Games to the conclusion that it not only needed to react to such issues when they arise, but to be more proactive in discovering these weak spots in the game. To wit, the studio has implemented a bug bounty program that will reward players who find vulnerabilities in LoL's code.

                      The studio has been testing out the program with a smaller group and has given $100,000 in rewards so far: "Currently in closed beta, the Riot bug bounty program is only available to a few security professionals who we've already identified. These professionals have helped us squish more than 75 bugs, vulnerabilities, and exploits, including client crash exploits, vision related exploits, and vulnerabilities that could potentially lead to player impersonation on forums."

                      MassivelyRiot will pay you cash to find League of Legends bugs originally appeared on Massively on Fri, 21 Nov 2014 19:00:00 EST. Please see our terms for use of feeds.

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                      Betawatch: November 15 - 21, 2014
                      Posted by Massively [HTML][XML][PERM][FULL] on 21 November 2014, 8:00 pm

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                      Betawatch - Lineage Eternal
                      Lineage Eternal wowed G-Star attendees with the news that it will beta in 2015 and hit its worldwide simultaneous launch in 2016. What else is new in the land of MMO testing? The complete Betawatch roundup is below.

                      Continue reading Betawatch: November 15 - 21, 2014

                      MassivelyBetawatch: November 15 - 21, 2014 originally appeared on Massively on Fri, 21 Nov 2014 20:00:00 EST. Please see our terms for use of feeds.

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                        The Big DING! Warlords Edition
                        Posted by MMO Gamer Chick [HTML][XML][PERM][FULL] on 21 November 2014, 7:09 pm
                        It took some of my guildies a little less than 24 hours, and a lot more of my friends aren’t even anywhere close, but for me it took about eight days. Last night, a week after the release of World of Warcraft’s newest expansion Warlords of Draenor, I hit the new level cap of 100. […]


                        391 - The Instance: Thanks for all the fish
                        Posted by The Instance: World of Warcraft Podcast! [HTML][XML][PERM][FULL] on 21 November 2014, 4:58 pm
                        On this episode of The Instance, J. Allen Brak is sorry and says so. But hey, we all got free game time! WoW back to 10 million subs! Reddit is weird. We are back to need and greed. The warcraft devs get a new voice. How the lockouts work. Some garrison thoughts. A load of calls and more!


                        Media Link

                        MapleStory 2 shows off a new trailer for G-Star 2014
                        Posted by Massively [HTML][XML][PERM][FULL] on 21 November 2014, 5:00 pm

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                        Anywhere but here, driver, anywhere but here.
                        MapleStory 2 looks pretty different from its predecessor, but it still has its heart in the right place. You can see some of that on display in the game's latest trailer, released as part of the G-Star 2014 festivities going on right now in South Korea. The are ducklings to ride, walls to climb, and boss monsters for huge numbers of players to desperately thwack at until they die. Nature of the beast and all.

                        The game's next beta test has also been confirmed for January of next year, although it will not be a global test at this time. This new test will include 32 new areas for players to explore, more classes to play, and a new Shadow World with open PvP. More player customization and creation options will be unlocked as well. While you might not be able to participate in the test yourself, it'll at least help to know it's hurtling toward completion.

                        Continue reading MapleStory 2 shows off a new trailer for G-Star 2014

                        MassivelyMapleStory 2 shows off a new trailer for G-Star 2014 originally appeared on Massively on Fri, 21 Nov 2014 17:00:00 EST. Please see our terms for use of feeds.

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                        Guild Wars 2 streamlines PvP queuing, adds map voting
                        Posted by Massively [HTML][XML][PERM][FULL] on 21 November 2014, 4:00 pm

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                        gw2
                        How can Guild Wars 2's PvP experience be improved? By streamlining the flow, baby!

                        A new dev diary posted today talks about how ArenaNet is working to improve match flow, starting with the elimination of PvP rosters and simply allowing players to queue solo or with a party. Other significant changes include replacing AFK players before matches begin, group voting on favorite maps, and using the dishonor system to ding those who leave or go AFK during matches.

                        To get into PvP matches, players will now be required to go to the Heart of the Mists, which is being outfitted with additional core services so that it can be a fun social hub between games.

                        MassivelyGuild Wars 2 streamlines PvP queuing, adds map voting originally appeared on Massively on Fri, 21 Nov 2014 16:00:00 EST. Please see our terms for use of feeds.

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